; TOTPP
; The @OVERLAYS section enables custom overlays from TERRAIN2.bmp for arbitrary terrain types.
; This section consists of a list of terrain types followed by 3 numbers.
; - For the terrain type you can either use its ordinal index (0-15), the abbreviation
; used in @TERRAIN (Drt, Pln, etc.), or the full name
; - The first number is the number of tiles to read, either 1, 3 or 16. When 16, tiles are read in
; 2 rows of 8, similar to the original overlays. When 1 or 3, tiles are read from a single row.
; The use for the 3-tile overlay is to prevent the dithering used between different terrain types
; to render on top of the tile. These tiles correspond to the three tiles in TERRAIN1.bmp.
; - The second number is the height of the tiles, 32, 48 or 64.
; This reveals the reason to use overlays in TERRAIN2.bmp for 1 or 3 tiles: you can increase
; the height of these graphics to 48 or 64, instead of being fixed at 32 as they are in TERRAIN1.bmp.
; - The third number is the y-coordinate in TERRAIN2.bmp from where to start reading the tiles.
; The starting x-coordinate is always 1.
; Tiles are expected to be separated from each other by a one-pixel border.
; River tiles are always read from their original position of (1, 67). River mouths and coastal tiles
; shift down, they are read from right below the bottommost overlay.
; In the absence of an @OVERLAYS section, overlays are defined to correspond to a default TERRAIN2.bmp file.
; @OVERLAYS1 .. @OVERLAYS3 can be used for secondary maps, similarly to @TERRAIN1-3.
;
@OVERLAYS
Mountain Pass, 16, 32, 133
Mountains, 16, 32, 199
Dense Forest, 16, 32, 265
Pine Forest, 16, 32, 331
Hills, 16, 32, 397
Terraced Hills, 16, 32, 463